KleptoLizard
Grim Reaper
- Joined
- Jun 21, 2012
- Messages
- 494
- Reputation score
- 29
Re: Renfield
I wouldn't go so far as to say it wasn't fun. It just lacked depth.
You're completely right about kiting and stealth.
Blasting people with lightning never got old for me.
Then a bandit with a 2-handed weapon would 1-shot me.
Have you ever tried Chivalry?
Maybe a melee system like that would interest people.
I hope you're right.
Because the first edition of Renfield will be incredibly simple.
Enemies will aggro, run at you, then start swinging away.
Their AI will be like many MMO mobs.
Over time I'd like to make it a bit more involved.
There are few games which make each individual fight exciting.
Even enemies in Dark Souls become routine after you learn their pattern.
My goal is to make intelligent, quirky enemies that keep you on your toes.
I've developed a system for semi-intelligent enemies.
They'll learn from you as they watch you fight.
Let's say you find a group of 3 orcs.
They are all equipped with swords & shields.
Each of them is spawned with an array of their defense ratings vs. different techniques.
If you only have 2 attacks (weak and strong) they'll have an array of [50,50].
That's a 50% chance of blocking either kind of attack.
Now if you rush one of the orcs and quickly cut him down with a series of weak attacks,
the other orcs may gain a boost in defense against weak attacks but lose some defense against strong attacks.
Now their defensive arrays look more like [51,49].
If you keep spamming the weak attack then they will keep growing stronger against it.
So by the time you've killed the second orc, the last orc may have a 60% chance to block your weak attacks.
But now if you use a strong attack it will "surprise" him.
Essentially, the more you vary your moves, the more you'll pwn.
I'll have the keyboard and mouse controls by default.
But I still like the idea of standing still while rummaging around or moving items on a table.
Maybe a hotkey could be held down that switched your mouse from "look" mode using a crosshair to "hands" mode which uses a mouse cursor.
Hopefully the result will be to make your character able to do things that Helen Keller could do, but the Dovahkiin couldn't.
Like setting a table or moving items on a shelf without them flying across the room.
Combat in Skyrim wasn't especially fun.
I wouldn't go so far as to say it wasn't fun. It just lacked depth.
You're completely right about kiting and stealth.
Blasting people with lightning never got old for me.
Then a bandit with a 2-handed weapon would 1-shot me.
Have you ever tried Chivalry?
Maybe a melee system like that would interest people.
Fun combat isn't necessary in an H-game.
I hope you're right.
Because the first edition of Renfield will be incredibly simple.
Enemies will aggro, run at you, then start swinging away.
Their AI will be like many MMO mobs.
Over time I'd like to make it a bit more involved.
There are few games which make each individual fight exciting.
Even enemies in Dark Souls become routine after you learn their pattern.
My goal is to make intelligent, quirky enemies that keep you on your toes.
I've developed a system for semi-intelligent enemies.
They'll learn from you as they watch you fight.
Let's say you find a group of 3 orcs.
They are all equipped with swords & shields.
Each of them is spawned with an array of their defense ratings vs. different techniques.
If you only have 2 attacks (weak and strong) they'll have an array of [50,50].
That's a 50% chance of blocking either kind of attack.
Now if you rush one of the orcs and quickly cut him down with a series of weak attacks,
the other orcs may gain a boost in defense against weak attacks but lose some defense against strong attacks.
Now their defensive arrays look more like [51,49].
If you keep spamming the weak attack then they will keep growing stronger against it.
So by the time you've killed the second orc, the last orc may have a 60% chance to block your weak attacks.
But now if you use a strong attack it will "surprise" him.
Essentially, the more you vary your moves, the more you'll pwn.
Implementing a gamepad+mouse control scheme would be silly.
I'll have the keyboard and mouse controls by default.
But I still like the idea of standing still while rummaging around or moving items on a table.
Maybe a hotkey could be held down that switched your mouse from "look" mode using a crosshair to "hands" mode which uses a mouse cursor.
Hopefully the result will be to make your character able to do things that Helen Keller could do, but the Dovahkiin couldn't.
Like setting a table or moving items on a shelf without them flying across the room.